game::render::agents

Struct AgentCache

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pub struct AgentCache {
    pub unzoomed_agents: UnzoomedAgents,
    time: Option<Time>,
    agents_per_on: HashMap<Traversable, Vec<Box<dyn GameRenderable>>>,
    unzoomed: Option<(Time, UnzoomedAgents, QuadTree<AgentID>, Drawable)>,
}

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§unzoomed_agents: UnzoomedAgents

This is controlled almost entirely by the minimap panel. It has no meaning in edit mode.

§time: Option<Time>§agents_per_on: HashMap<Traversable, Vec<Box<dyn GameRenderable>>>§unzoomed: Option<(Time, UnzoomedAgents, QuadTree<AgentID>, Drawable)>

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impl AgentCache

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pub fn new() -> AgentCache

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pub fn get(&self, on: Traversable) -> Vec<&dyn GameRenderable>

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pub fn populate_if_needed( &mut self, on: Traversable, map: &Map, sim: &Sim, cs: &ColorScheme, prerender: &Prerender, )

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pub fn calculate_unzoomed_agents<P: AsRef<Prerender>>( &mut self, prerender: &mut P, map: &Map, sim: &Sim, cs: &ColorScheme, ) -> &QuadTree<AgentID>

If the sim time has changed or the unzoomed agent filters have been modified, recalculate the quadtree and drawable for all unzoomed agents.

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pub fn draw_unzoomed_agents( &mut self, g: &mut GfxCtx<'_>, map: &Map, sim: &Sim, cs: &ColorScheme, opts: &Options, )

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